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D&D Older Editions, OSR, & D&D Variants
D&D 4E Post-Mortem
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<blockquote data-quote="Retreater" data-source="post: 9419856" data-attributes="member: 42040"><p>If you're referring to my "Post-Mortem" threads, one of the commonalities is that most of them involve (mostly) the same group. Of course, I'm a constant as the GM in all of them. </p><p></p><p>Factoring myself as the GM, I'm not usually picking games that play into my strengths. </p><ul> <li data-xf-list-type="ul">I'm not a tactical genius. I don't play wargames like 40K. This might be a reason why I find it difficult to challenge the groups. Encounters are usually too easy or too difficult. If I were more tactically minded, I could deliver a better experience.</li> <li data-xf-list-type="ul">I'm more creative than I usually promote on here. I think I get bored trying to run published adventures - which I rely upon because I'm not strong tactically or great at creating engaging combats. I also tend to pick apart the plots in published adventures. The ones I have enjoyed the most (such as Curse of Strahd) is because of the theme, the villain, and the setting - which gives me more wiggle room than I feel in other adventures.</li> <li data-xf-list-type="ul">I prefer conspiracies, mysteries, and more cerebral plots rather than endless combats. Creative, emergent play over a "what's on your sheet" style.</li> <li data-xf-list-type="ul">I tend to enjoy fun NPCs and humor. </li> </ul><p>Mainstream games don't seem to capitalize on these strengths. After all, D&D came out of the wargame hobby, and as I pointed out, I'm not much of a wargamer. </p><p></p><p></p><p>With some alterations, I'm sure I could've forced the square peg into the round hole. </p><ul> <li data-xf-list-type="ul">Get everyone on the same page - either no character builder or everyone have access to the character builder.</li> <li data-xf-list-type="ul">Use Skill Challenges and roleplaying more - likely requiring going to a completely Milestone levelling system so I could save the battles for more pivotal scenes.</li> <li data-xf-list-type="ul">Assign class roles to players (require a Defender, for example) or else try to figure out how to create encounters that would bypass that need.</li> </ul><p>But ultimately, it wasn't worth it. For most of the players, it was just something to do on the weekend for 3-4 hours. I was already giving it so much of my headspace. </p><p>We played with the same characters for 8 months, but I doubt anyone could've given another character's name. There were no distinctive personality traits any more than playing the thimble or iron in a game of Monopoly.</p></blockquote><p></p>
[QUOTE="Retreater, post: 9419856, member: 42040"] If you're referring to my "Post-Mortem" threads, one of the commonalities is that most of them involve (mostly) the same group. Of course, I'm a constant as the GM in all of them. Factoring myself as the GM, I'm not usually picking games that play into my strengths. [LIST] [*]I'm not a tactical genius. I don't play wargames like 40K. This might be a reason why I find it difficult to challenge the groups. Encounters are usually too easy or too difficult. If I were more tactically minded, I could deliver a better experience. [*]I'm more creative than I usually promote on here. I think I get bored trying to run published adventures - which I rely upon because I'm not strong tactically or great at creating engaging combats. I also tend to pick apart the plots in published adventures. The ones I have enjoyed the most (such as Curse of Strahd) is because of the theme, the villain, and the setting - which gives me more wiggle room than I feel in other adventures. [*]I prefer conspiracies, mysteries, and more cerebral plots rather than endless combats. Creative, emergent play over a "what's on your sheet" style. [*]I tend to enjoy fun NPCs and humor. [/LIST] Mainstream games don't seem to capitalize on these strengths. After all, D&D came out of the wargame hobby, and as I pointed out, I'm not much of a wargamer. With some alterations, I'm sure I could've forced the square peg into the round hole. [LIST] [*]Get everyone on the same page - either no character builder or everyone have access to the character builder. [*]Use Skill Challenges and roleplaying more - likely requiring going to a completely Milestone levelling system so I could save the battles for more pivotal scenes. [*]Assign class roles to players (require a Defender, for example) or else try to figure out how to create encounters that would bypass that need. [/LIST] But ultimately, it wasn't worth it. For most of the players, it was just something to do on the weekend for 3-4 hours. I was already giving it so much of my headspace. We played with the same characters for 8 months, but I doubt anyone could've given another character's name. There were no distinctive personality traits any more than playing the thimble or iron in a game of Monopoly. [/QUOTE]
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